
/*
	(c) Galustyan Sergey 2009
*/

#pragma once

namespace TestTask
{
	const int	landx = 1024;
	const int	landy = 1024;
	const float landz = 150.0f;

	const int	rayTexWidth = 128;  // the bigger ray texture - the accurate RayComputer occlusion result
	const int   rayTexHeight = 128; // but it got more times to compute anyway
}